No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally. Polymer implements this mode in
its fog fragment program part.
Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.
Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0
This also means that the "r_shadescale_unbounded 0" option will work
in Polymer (except on models).
git-svn-id: https://svn.eduke32.com/eduke32@3286 1a8010ca-5511-0410-912e-c29ae57300e0
The size of that struct is currently 4, and its layout almost the same as
what is read in with loadpics(). The number of tiles in an animation is
bumped to 256, so that the max. tile difference in DEF's animtilerange is
255. (There's no way to have such animations from ART.)
git-svn-id: https://svn.eduke32.com/eduke32@3202 1a8010ca-5511-0410-912e-c29ae57300e0
Notes:
- Atomic Edition (Censored) -> Plutonium Pak in grpscan.c
- "scale" in astub.c:drawtileinfo() is incorrect, I think.
- in demo.c, the gethitickms() value should be returned to a double.
git-svn-id: https://svn.eduke32.com/eduke32@3178 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: changes such as these are best viewed with something like
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]'
git-svn-id: https://svn.eduke32.com/eduke32@3176 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps
and shadow maps for the spotlight; please let me know if you have a usecase
where you want lightmaps but no shadow maps for specific lights.
git-svn-id: https://svn.eduke32.com/eduke32@3091 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out the "is inside" predicates
- rename updatesector_onlynextwalls() -> updatesectorbreadth()
- add ATTRIBUTE((nonnull(4))) to the bitmap arg of updatesectorexclude().
git-svn-id: https://svn.eduke32.com/eduke32@3037 1a8010ca-5511-0410-912e-c29ae57300e0
This changes a constant inside the panning calculation from 256 to 255 (making
e.g. panning 255 and 0 the same in the "San Andreas fault" sign in E1L5) and
uses the correct reference wall for the "do panning correction?" conditional.
Now, the problematic walls should look the same as in Polymost.
git-svn-id: https://svn.eduke32.com/eduke32@2822 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the corrections conditional on where they appear in (under-, over-,
white or mask wall).
git-svn-id: https://svn.eduke32.com/eduke32@2821 1a8010ca-5511-0410-912e-c29ae57300e0
Non-pow2 wall/mask drawing in classic introduced cases where walls are
drawn "incorrectly" because they were constructed with the old behavior
in mind. Polymer appears to "correct" for it partially, but doesn't cover
all cases. Specifically, now we have:
- E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5,
classic now draws with an offset.
- E3L2 near the vault (-20000, 25000): both classic and Polymer draw with
offsets compared to Duke 1.5, but they're different!
This means that more research is needed into what makes these two cases
diverge, even though both have the same root cause.
!!! Also, mappers should abstain from using non-power-of two textures on
walls until this issue is resolved in a satisfactory fashion !!!
git-svn-id: https://svn.eduke32.com/eduke32@2811 1a8010ca-5511-0410-912e-c29ae57300e0
-Wwrite-strings is useful to detect code where string literals and e.g. alloc'd
strings are used side-by-side, potentially creating dangerous situations, or to
find uses of old, non-constified APIs. However, enabling it would still flood
the log with too many warnings. Also, GCC wrongly warns for initializations of
char arrays.
git-svn-id: https://svn.eduke32.com/eduke32@2796 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, it was in the "determine searchwall when aiming at floor or
ceiling" part. Now, if prsectors[]->ceil.plane (or ->floor.plane) is NULL,
we set the searchwall to the sector's firstwall and return.
git-svn-id: https://svn.eduke32.com/eduke32@2610 1a8010ca-5511-0410-912e-c29ae57300e0
This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
git-svn-id: https://svn.eduke32.com/eduke32@2536 1a8010ca-5511-0410-912e-c29ae57300e0
Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0
With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model
is always NULL. This was confusing the polymer code responsible for deciding
whether to enable smooth animations or not, which meant that any animation
that would loop to frame 0 would do it as if animation interpolation was
disabled, which looks very choppy.
git-svn-id: https://svn.eduke32.com/eduke32@2443 1a8010ca-5511-0410-912e-c29ae57300e0
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers. A couple uses of the latter ones were replaced
with calls to standard library functions.
git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, updateanimation() now takes a third parameter 'lpal'.
git-svn-id: https://svn.eduke32.com/eduke32@2277 1a8010ca-5511-0410-912e-c29ae57300e0
The cause was a combination of many factors. First, Polymer requires the
start-drawing position to be inside the sector to draw (deviations lead to
incorrect drawing). This was violated by the game, because it interpolated
the current and next tic position without updating the sectnum, leading to
inconsistencies especially when passing through narrow sectors. Polymer
worked around it by doing an updatesector() each frame, however this works
poorly for maps with overlapping geometry such as SoS or RoR.
The solution to this is to add a new engine function,
updatesector_onlynextwalls(), which searches the sectors (via nextsector)
in breadth-first fashion instead of from 0 to numsectors-1, like updatesector
does when it fails for the *immediate* nextwall neighbors.
Internally, the breadt-first search helpers are moved into the engine.
git-svn-id: https://svn.eduke32.com/eduke32@2256 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for debugging builds, show this message from verbosity level 1 on.
git-svn-id: https://svn.eduke32.com/eduke32@2250 1a8010ca-5511-0410-912e-c29ae57300e0
the SE ones douple, triple, ... after each save. Maphack lights are reloaded
with polymer_resetlights() (though I've had them disappearing after load, I
couldn't reproduce it afterwards).
- in debugging builds, print a message when polymer_resetlight is called on a
nonexistent one. The problem is not so much the call itself (it's guarded),
but the fact that resources on the caller side may not have been freed if it
thinks that those lights do in fact exist. Right now, it's not the case though.
- add 'loaded map hack' messages after some other successful loadmaphack calls
git-svn-id: https://svn.eduke32.com/eduke32@2236 1a8010ca-5511-0410-912e-c29ae57300e0